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SDL_RenderTexture() and SDL_RenderTextureRotated() take floating point source coordinates
See the discussion at https://discourse.libsdl.org/t/sdl-rendercopyf-uses-ints/36732/8
This commit is contained in:
parent
199a7af296
commit
bd2e2ee7aa
9 changed files with 82 additions and 75 deletions
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@ -1282,7 +1282,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SD
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect);
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extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
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/**
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* Copy a portion of the source texture to the current rendering target, with
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@ -1307,7 +1307,7 @@ extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Textur
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center,
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const SDL_RendererFlip flip);
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@ -611,8 +611,8 @@ SDL_DYNAPI_PROC(int,SDL_RenderPresent,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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@ -599,7 +599,7 @@ static int QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, con
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return retval;
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}
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static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture);
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int retval = -1;
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@ -613,7 +613,7 @@ static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_
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}
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static int QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcquad, const SDL_FRect *dstrect,
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const SDL_FRect *srcquad, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture);
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@ -2150,10 +2150,10 @@ static int UpdateLogicalPresentation(SDL_Renderer *renderer)
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real_aspect = (float)output_w / output_h;
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}
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renderer->logical_src_rect.x = 0;
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renderer->logical_src_rect.y = 0;
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renderer->logical_src_rect.w = logical_w;
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renderer->logical_src_rect.h = logical_h;
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renderer->logical_src_rect.x = 0.0f;
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renderer->logical_src_rect.y = 0.0f;
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renderer->logical_src_rect.w = (float)logical_w;
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renderer->logical_src_rect.h = (float)logical_h;
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if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
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if (want_aspect > real_aspect) {
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@ -2309,7 +2309,7 @@ int SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, floa
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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render_x = ((render_x - dst->x) * src->w) / dst->w;
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render_y = ((render_y - dst->y) * src->h) / dst->h;
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@ -2350,7 +2350,7 @@ int SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, floa
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/* Convert from pixels within the view to pixels within the window */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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x = dst->x + ((x * dst->w) / src->w);
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y = dst->y + ((y * dst->h) / src->h);
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@ -2386,7 +2386,7 @@ int SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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scale = (scale * src->w) / dst->w;
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}
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@ -2409,7 +2409,7 @@ int SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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scale = (scale * src->h) / dst->h;
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}
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@ -3129,9 +3129,9 @@ int SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int coun
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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}
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int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_Rect real_srcrect;
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SDL_FRect real_srcrect;
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SDL_FRect real_dstrect;
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int retval;
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int use_rendergeometry;
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@ -3152,12 +3152,12 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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use_rendergeometry = (renderer->QueueCopy == NULL);
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real_srcrect.x = 0;
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real_srcrect.y = 0;
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real_srcrect.w = texture->w;
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real_srcrect.h = texture->h;
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real_srcrect.x = 0.0f;
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real_srcrect.y = 0.0f;
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real_srcrect.w = (float)texture->w;
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real_srcrect.h = (float)texture->h;
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if (srcrect) {
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if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
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if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) {
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return 0;
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}
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}
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@ -3188,10 +3188,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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float minu, minv, maxu, maxv;
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float minx, miny, maxx, maxy;
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minu = (float)(real_srcrect.x) / (float)texture->w;
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minv = (float)(real_srcrect.y) / (float)texture->h;
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maxu = (float)(real_srcrect.x + real_srcrect.w) / (float)texture->w;
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maxv = (float)(real_srcrect.y + real_srcrect.h) / (float)texture->h;
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minu = real_srcrect.x / texture->w;
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minv = real_srcrect.y / texture->h;
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maxu = (real_srcrect.x + real_srcrect.w) / texture->w;
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maxv = (real_srcrect.y + real_srcrect.h) / texture->h;
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minx = real_dstrect.x;
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miny = real_dstrect.y;
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@ -3235,10 +3235,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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}
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int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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SDL_Rect real_srcrect;
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SDL_FRect real_srcrect;
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SDL_FRect real_dstrect;
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SDL_FPoint real_center;
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int retval;
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@ -3267,12 +3267,12 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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use_rendergeometry = (renderer->QueueCopyEx == NULL);
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real_srcrect.x = 0;
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real_srcrect.y = 0;
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real_srcrect.w = texture->w;
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real_srcrect.h = texture->h;
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real_srcrect.x = 0.0f;
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real_srcrect.y = 0.0f;
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real_srcrect.w = (float)texture->w;
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real_srcrect.h = (float)texture->h;
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if (srcrect) {
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if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
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if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) {
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return 0;
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}
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}
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@ -3317,10 +3317,10 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const float s = SDL_sinf(radian_angle);
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const float c = SDL_cosf(radian_angle);
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minu = (float)(real_srcrect.x) / (float)texture->w;
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minv = (float)(real_srcrect.y) / (float)texture->h;
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maxu = (float)(real_srcrect.x + real_srcrect.w) / (float)texture->w;
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maxv = (float)(real_srcrect.y + real_srcrect.h) / (float)texture->h;
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minu = real_srcrect.x / texture->w;
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minv = real_srcrect.y / texture->h;
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maxu = (real_srcrect.x + real_srcrect.w) / texture->w;
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maxv = (real_srcrect.y + real_srcrect.h) / texture->h;
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centerx = real_center.x + real_dstrect.x;
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centery = real_center.y + real_dstrect.y;
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@ -3667,7 +3667,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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/* Start rendering rect */
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if (is_quad) {
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SDL_Rect s;
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SDL_FRect s;
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SDL_FRect d;
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const float *xy0_, *xy1_, *uv0_, *uv1_;
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SDL_Color col0_ = *(const SDL_Color *)((const char *)color + k0 * color_stride);
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if (texture) {
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uv0_ = (const float *)((const char *)uv + A * uv_stride);
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uv1_ = (const float *)((const char *)uv + B * uv_stride);
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s.x = (int)(uv0_[0] * texw);
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s.y = (int)(uv0_[1] * texh);
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s.w = (int)(uv1_[0] * texw - s.x);
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s.h = (int)(uv1_[1] * texh - s.y);
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s.x = uv0_[0] * texw;
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s.y = uv0_[1] * texh;
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s.w = uv1_[0] * texw - s.x;
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s.h = uv1_[1] * texh - s.y;
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}
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d.x = xy0_[0];
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@ -168,9 +168,9 @@ struct SDL_Renderer
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int (*QueueFillRects)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects,
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int count);
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int (*QueueCopy)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect);
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const SDL_FRect *srcrect, const SDL_FRect *dstrect);
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int (*QueueCopyEx)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcquad, const SDL_FRect *dstrect,
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const SDL_FRect *srcquad, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y);
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int (*QueueGeometry)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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SDL_Texture *logical_target;
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SDL_RendererLogicalPresentation logical_presentation_mode;
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SDL_ScaleMode logical_scale_mode;
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SDL_Rect logical_src_rect;
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SDL_FRect logical_src_rect;
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SDL_FRect logical_dst_rect;
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SDL_RenderViewState *view;
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@ -757,7 +757,7 @@ static int PSP_QueueFillRects(SDL_Renderer *renderer, SDL_RenderCommand *cmd, co
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}
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static int PSP_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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VertTV *verts;
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const float x = dstrect->x;
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}
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static int PSP_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y)
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{
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VertTV *verts = (VertTV *)SDL_AllocateRenderVertices(renderer, 4 * sizeof(VertTV), 4, &cmd->data.draw.first);
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@ -227,7 +227,7 @@ static int SW_QueueFillRects(SDL_Renderer *renderer, SDL_RenderCommand *cmd, con
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}
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static int SW_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_Rect *verts = (SDL_Rect *)SDL_AllocateRenderVertices(renderer, 2 * sizeof(SDL_Rect), 0, &cmd->data.draw.first);
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@ -237,7 +237,10 @@ static int SW_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Text
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cmd->data.draw.count = 1;
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SDL_copyp(verts, srcrect);
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verts->x = (int)srcrect->x;
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verts->y = (int)srcrect->y;
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verts->w = (int)srcrect->w;
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verts->h = (int)srcrect->h;
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verts++;
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verts->x = (int)dstrect->x;
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@ -260,7 +263,7 @@ typedef struct CopyExData
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} CopyExData;
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static int SW_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y)
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{
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CopyExData *verts = (CopyExData *)SDL_AllocateRenderVertices(renderer, sizeof(CopyExData), 0, &cmd->data.draw.first);
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@ -271,8 +274,10 @@ static int SW_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Te
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cmd->data.draw.count = 1;
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SDL_copyp(&verts->srcrect, srcrect);
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verts->srcrect.x = (int)srcrect->x;
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verts->srcrect.y = (int)srcrect->y;
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verts->srcrect.w = (int)srcrect->w;
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verts->srcrect.h = (int)srcrect->h;
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verts->dstrect.x = (int)dstrect->x;
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verts->dstrect.y = (int)dstrect->y;
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verts->dstrect.w = (int)dstrect->w;
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@ -3131,7 +3131,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c)
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const Uint32 charWidth = FONT_CHARACTER_SIZE;
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const Uint32 charHeight = FONT_CHARACTER_SIZE;
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const Uint32 charSize = FONT_CHARACTER_SIZE;
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SDL_Rect srect;
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SDL_FRect srect;
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SDL_FRect drect;
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int result;
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Uint32 ix, iy;
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@ -3147,10 +3147,10 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c)
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/*
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* Setup source rectangle
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*/
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srect.x = 0;
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srect.y = 0;
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srect.w = charWidth;
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srect.h = charHeight;
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srect.x = 0.0f;
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srect.y = 0.0f;
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srect.w = (float)charWidth;
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srect.h = (float)charHeight;
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/*
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* Setup destination rectangle
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@ -330,8 +330,8 @@ static Sint32 unifont_draw_glyph(Uint32 codepoint, int rendererID, SDL_FRect *ds
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{
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SDL_Texture *texture;
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const Uint32 textureID = codepoint / UNIFONT_GLYPHS_IN_TEXTURE;
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SDL_Rect srcrect;
|
||||
srcrect.w = srcrect.h = 16;
|
||||
SDL_FRect srcrect;
|
||||
srcrect.w = srcrect.h = 16.0f;
|
||||
if (codepoint > UNIFONT_MAX_CODEPOINT) {
|
||||
return 0;
|
||||
}
|
||||
|
@ -343,8 +343,8 @@ static Sint32 unifont_draw_glyph(Uint32 codepoint, int rendererID, SDL_FRect *ds
|
|||
texture = unifontTexture[UNIFONT_NUM_TEXTURES * rendererID + textureID];
|
||||
if (texture != NULL) {
|
||||
const Uint32 cInTex = codepoint % UNIFONT_GLYPHS_IN_TEXTURE;
|
||||
srcrect.x = cInTex % UNIFONT_GLYPHS_IN_ROW * 16;
|
||||
srcrect.y = cInTex / UNIFONT_GLYPHS_IN_ROW * 16;
|
||||
srcrect.x = (float)(cInTex % UNIFONT_GLYPHS_IN_ROW * 16);
|
||||
srcrect.y = (float)(cInTex / UNIFONT_GLYPHS_IN_ROW * 16);
|
||||
SDL_RenderTexture(state->renderers[rendererID], texture, &srcrect, dst);
|
||||
}
|
||||
return unifontGlyph[codepoint].width;
|
||||
|
|
|
@ -26,7 +26,7 @@ typedef struct LoadedPicture
|
|||
const char *name;
|
||||
} LoadedPicture;
|
||||
|
||||
void render(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Rect texture_dimensions)
|
||||
void render(SDL_Renderer *renderer, SDL_Texture *texture, SDL_FRect texture_dimensions)
|
||||
{
|
||||
SDL_FRect dst;
|
||||
|
||||
|
@ -35,10 +35,10 @@ void render(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Rect texture_dimen
|
|||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Render the texture. */
|
||||
dst.x = (float)texture_dimensions.x;
|
||||
dst.y = (float)texture_dimensions.y;
|
||||
dst.w = (float)texture_dimensions.w;
|
||||
dst.h = (float)texture_dimensions.h;
|
||||
dst.x = texture_dimensions.x;
|
||||
dst.y = texture_dimensions.y;
|
||||
dst.w = texture_dimensions.w;
|
||||
dst.h = texture_dimensions.h;
|
||||
SDL_RenderTexture(renderer, texture, &texture_dimensions, &dst);
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
|
@ -58,8 +58,8 @@ int main(int argc, char **argv)
|
|||
unsigned int current_picture;
|
||||
int button_down;
|
||||
Uint32 pixelFormat = 0;
|
||||
int access = 0;
|
||||
SDL_Rect texture_dimensions;
|
||||
int w, h, access = 0;
|
||||
SDL_FRect texture_dimensions;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
@ -158,13 +158,13 @@ int main(int argc, char **argv)
|
|||
should_exit = 0;
|
||||
current_picture = 0;
|
||||
button_down = 0;
|
||||
texture_dimensions.h = 0;
|
||||
texture_dimensions.w = 0;
|
||||
texture_dimensions.x = 0;
|
||||
texture_dimensions.y = 0;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
|
||||
SDL_QueryTexture(pictures[current_picture].texture, &pixelFormat, &access, &texture_dimensions.w, &texture_dimensions.h);
|
||||
SDL_SetWindowSize(window, texture_dimensions.w, texture_dimensions.h);
|
||||
SDL_QueryTexture(pictures[current_picture].texture, &pixelFormat, &access, &w, &h);
|
||||
texture_dimensions.x = 0.0f;
|
||||
texture_dimensions.y = 0.0f;
|
||||
texture_dimensions.h = (float)w;
|
||||
texture_dimensions.w = (float)h;
|
||||
SDL_SetWindowSize(window, w, h);
|
||||
SDL_SetWindowShape(window, pictures[current_picture].surface, &pictures[current_picture].mode);
|
||||
while (should_exit == 0) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
|
@ -182,8 +182,10 @@ int main(int argc, char **argv)
|
|||
current_picture = 0;
|
||||
}
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
|
||||
SDL_QueryTexture(pictures[current_picture].texture, &pixelFormat, &access, &texture_dimensions.w, &texture_dimensions.h);
|
||||
SDL_SetWindowSize(window, texture_dimensions.w, texture_dimensions.h);
|
||||
SDL_QueryTexture(pictures[current_picture].texture, &pixelFormat, &access, &w, &h);
|
||||
texture_dimensions.h = (float)w;
|
||||
texture_dimensions.w = (float)h;
|
||||
SDL_SetWindowSize(window, w, h);
|
||||
SDL_SetWindowShape(window, pictures[current_picture].surface, &pictures[current_picture].mode);
|
||||
}
|
||||
if (event.type == SDL_EVENT_QUIT) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue